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Battlefleet Gothic

Eldar
Eldar MMS v1.9
Concept and Rules: Sigoroth
(all changes from v1.2 to v1.9 have been done by Roy Amkreutz)
Written by: Roy ‘Horizon’ Amkreutz

Artwork & Pictures: Erwin Leufkens, John Reed, Zhai Mo-


renn, Canucks Fan, Roy Amkreutz. James Ward

Initial Playtesters: Sigoroth, blackhorizon, Admiral Custers,


Barras, Fadam

Special thanks to Ray Bell for additional feedback and the


different Craftworld add-ons.

Special thanks to Chris ‘Zhai_Morenn’ Lautermilch for


providing the drawing, picture and name for the Corsair Eldar
Supernova vessel.

Thanks to the following people at Specialist Games forum for


their input:

Kurnous, Zhai Morenn, Shinnentai, Xisor, Loec, Grimgork,


Scarik, Jadiel, Stormturmoil, Puggins, Warmonkey, Admiral
Beer, Carl, Soulstone, Thanatos, Mique, Manteuffel, Divine
Right, Foehammer888, Noggin, Mad Mö, Vermis Mysteriis,
Seahawk, Mohawk, Fafrin, Borin, Lab Rat, Otto, Enkidu22,
Tamashii, KalTaron, Gwyddyon, Ilusihia, Dragon Lord

Contents:
Special Rules 3
Corsair Eldar Fleet 6
Craftworld Eldar Fleet 14
Craftworld Eldar 21
Eldar Miscellaneous 25
Designer Notes 26

Please post your feedback at the Specialist Games forum or at


the Tactical Command Boards.
You can contact me directly at: horizon@epic40k.co.uk
Corsair and Craftworld Eldar Special Rules • Lock-on: When on Lock On special orders the Eldar this, the normal reserves rules are used. If a “Hero” is
player may not turn in any movement phase. included in the fleet then the reserves ratio improves
As one of the most sophisticated and technologically to 2:1. Furthermore, a Hero allows for the inclusion of
advanced races in the galaxy the Eldar have a number Natural Spacefarers: The Eldar are naturally a Void Dragon type vessel in the Corsair list at 0-1.
of special rules. adept at sailing their vessels and know their ships
capabilities inside and out as well as having the best Holofields: The Eldar are protected not only by
Movement: The Eldar utilise solar sail technology in navigational sensors and charts. When generating shielding but also by sophisticated ECM that
specifically designed to make them ultra manoeuvrable leadership values, Eldar ships get +1 Ld, giving a actually produce multiple local engine signatures
and exceptionally fast. As such the Eldar movement range of 7~10. whilst actively masking the parent ship’s engine
is somewhat special. To reflect this, the Eldar have a signature. The effect of this is a general interference
number of special rules. Celestial Phenomena: The Eldar have long been that makes accurate targeting extremely difficult.
forced to make use of celestial phenomena as hiding Against attacks which make use of the gunnery
• Movement speed: this is dependant on the Eldars places from aggressive and numerous foes. chart the Holofields force one extra right shift on the
facing to the nearest point of the sunward table edge. The Eldar have adapted their technology to exist in gunnery table, this in addition to any other shift on
You will notice that the Eldar have 3 speeds, the first such an environment and have a number of special the gunnery table. The holofield does not work under
is into the sun, the second is away from the sun and rules to reflect both this and their peculiar relationship 15cm.
the third is abeam of the sunward edge. with the warp: Against attacks which make no use of the gunnery
• Turning: Eldar do not have to move a minimum table and target the ship directly (like Lances but not
distance before turning and can turn on the spot but • Eldar do not suffer leadership or movement penalties Nova Cannons or Armageddon Guns), the holofield
must make their turn at the start of their movement for celestial phenomena. offers a save to represent the difficulty of targeting
and cannot move, turn, move like other races. Their • Eldar escorts automatically pass leadership tests the Eldar vessel. Whenever an Eldar vessel is hit by
new direction of movement after this turn determines for traversing asteroids and Eldar capital ships re- such an attack roll a D6 per hit and compare it to
their movement speed as noted in point 1). roll any failed leadership tests when traversing the holofield save. If the roll equals or exceeds the
• The Eldar are exceptionally quick and manoeuvrable asteroids. holofield save then do not place the blast marker,
and may move twice per movement phase, i.e. first • When attempting to traverse Warp Rifts the Eldar the holofield has thwarted the enemy sensors . If not
turn, first move, (at appropriate speed) and second are assaulted by the Great Enemy Slaanesh and must then place the blast marker as normal, a shield has
turn, second move (at appropriate speed). take their leadership tests at -2 Ld. Furthermore if overloaded. The holofield keeps on working even if
they are ‘Lost in the Warp’ then they will only find all shields have been overloaded.
Special Orders: their way home on a 3+, being permanently lost on
• Burn Retros: The Eldar have no need for the Burn a 1 or 2. The Holofield is more effective the further away the
Retros special order and as such may not make use Eldar vessel is. See the following table for which
of it. Fragile: Unfortunately the unsurpassed movement of save applies to the holofield:
• All Ahead Full: When on AAF special orders an the Eldar comes at a price. Eldar vessels are built for
Eldar ship redirects weapon energy to thrusters speed and as such cannot take the kind of pounding • Above 30cm - save on 5+
gaining 5D6 cm to one of its movements and may that other races vessels can. To reflect this Eldar take • Between 15-30cm - save on 6+
not turn during both movement phases. Eldar may critical hits on a 5+ rather than the regular 6+. • Under 15cm - no save
not ram.
• Come to New Heading: When on Come to new Victory Points: The standard Victory Points rules Note: Against attacks which normally ignore
heading special orders the Eldar player may make apply to the Eldar. Holofields like the Star Pulse Generator or from an
one extra turn at the end of their second movement. Activated Blackstone Fortress the Holofield offers no
All other effects, halving firepower, etc, and special Kinship: In times of need Corsairs and Craftworlders protection.
orders works as normal. alike can call upon their brethren for aid. To reflect Holofields do not save against ordnance.
Turrets: Eldar ships have superior targeting sensors and as for much longer. Eldar fighters have a 4+ save against each Weaponry:
such get +1 to their to-hit rolls. wave they encounter (as opposed to against each marker, Eldar have some of the best tracking systems in the known
representing them being outnumbered). Note: Each Eldar universe and will always be able to plot where to fire.
Ordnance: fighter gets to intercept once before any extra interceptions
• Stealth: Eldar have the best pilots and attack craft in the take place by surviving fighters. • Gunnery weapons: Eldar Batteries gain a left column shift
galaxy. Enemy turrets suffer a -2 to hit when shooting at • Boarding Torpedoes: Eldar boarding torpedoes are almost on the Gunnery table.
Eldar ordnance, usually only hitting on a 6+. unmanned apart from their small crew of pilots, webway • Pulsars: These tracking systems mean the Eldar can keep
• Torpedoes: Eldar torpedoes are equipped with superior engineers, and perhaps even a Bonesinger! When a torpedo their lances focussed on the enemy for longer, allowing their
targeting sensors which means they must re-roll misses. correctly strikes a target the torpedo webway portal will Pulsar technology to do devastating damage. When rolling
• Bombers: Eldar bomber pilots are brilliant at plotting and activate transporting aspect warriors and/or Storm Guardians to hit with Pulsar lances, if a hit is scored you immediately
coordinating attack runs and may re-roll the attack run into the boarding chamber ready to inflict critical damage make another attack. If the second attack is also a hit you
dice. to the enemy vessel. Eldar Boarding Torpedoes function in now make a third attack. When on Lock On special orders
• Fighters: Eldar fighter pilots are the most talented and skilled exactly the same way as normal boarding torpedoes, with only the first miss may be re-rolled.
pilots in the galaxy and fly the most advanced fighters in the additional benefits of stealth (-2 to being hit by turrets) • Phantom Lances function just like regular lances but score 1
the galaxy. Their excellent reflexes coupled with the craft’s and a re-roll to hit. hit on a roll of ‘4 or 5’ and 2 hits on a roll of 6.
shields and superlative manoeuvrability has saved them • Vampire Assault boats: Eldar assault boats have a speed of
many times. What’s more, their energy source is far more 30cm, they follow the standard rules of assault boats.
efficient than those of other races, allowing them to operate

OPTIONAL RULE
DYING RACE After his Craftworld had been destroyed, Akaeris Starblade commanded the Spirit of Arina, a
Void Dragon class vessel, and a small fleet into the depths of the Galaxy to seek their Destiny among the Stars.
When reduced to 2 hits, Eldar capital ships may
do nothing except attempt to disengage, moving
towards the nearest celestial phenomena or table
edge to do so (player discretion). Disabled Eldar
ships may not fire or use any special orders except
BFI. Disabled Eldar ships give 100% VPs to the
opponent. Destroyed Eldar capital ships give +50%
VPs. Disabled ships are ignored for target priority
purposes and do not count their launch bays towards
the fleets’ AC limit.
Note: Disabled ships must try to avoid danger
wherever possible. Flying into an asteroid field to
hide is fine, deliberately flying into an enemy torpedo
salvo is not fine.

All capital ships have +2 hitpoints.


Corsair and Craftworld Eldar Critical Hits Table
Extra
2D6 Result
Damage
Infinity circuit damaged. The ship’s infinity circuit, which aids control and internal communications, is damaged by the hit. The ship’s Leadership is reduced by 1
2 +0
till the damage can be repaired. If there are multiples of this critical hit, the Leadership is reduced with 1 for each hit.

3 +0 Keel armament damaged. The keel armament is taken offline by the hit and may not fire until it has been repaired.

Prow armament damaged. The ship’s prow is ripped open. Its prow armament may not fire until it has been repaired. A second critical hit to the prow will destroy
4 +0
the ships port and starboard weaponry if it has any. Both destroyed with the same result and likewise repaired.

Mast lines severed. The systems that allow the ship to alter the angle of the sails and turn swiftly are broken by the hit. Until the damage is repaired, the ship may
5 +0
make no turns in its movement phase.

Mainsail scarred. The ship’s main solar sail suffers surface damage, reducing the amount of energy it can store. Each of the ship’s speeds is reduced by 5cm until
6 +0
the sail is repaired.

Superstructure damaged. The hit tears into the ship, causing a small breach. Excess strain on the ship’s hull could increase the damage. Until the damage is repaired,
7 +1
roll a dice if the ship turns in its movement phase it needs to roll a 3+ to avoid suffering a hit whenever it turns.

8 +0 Mainsail shredded. The solar cells of the mainsail are torn to tatters by the hit. The ship only gets one move per movement phase until the damage is repaired.

Holofield generators destroyed. The holofield generators are smashed beyond repair by the hit. The ship no longer benefits from its Holofields. This damage may
9 +1
not be repaired.

Shields collapse. The shield generators overload and burn out, leaving the ship virtually defenceless. The ships shield strength is reduced to zero. This damage may
10 +1
not be repaired.

11 +D3 Hull breach. A huge gash is torn in the ship’s hull, causing carnage among the crew.

Bulkhead collapse. Internal pillars buckle and twist, whole compartments crumple with a psychic scream of tortured wraith-bone, just pray that some of the ship
12 +D6
holds together.
Corsair Eldar
ELDAR

VOID STALKER
CLASS
(BB)
BATTLESHIP pts
470

F or almost the entirety of the Gothic War, Eldar fleets were composed mostly
of Escort ships accompanied by a few Cruisers. However, after the battle
of Gethsemane and the alliance of many of the Eldar pirate fleets with Lord
Ravensburg, a new terror was to hunt across the stars. The Void Stalker is the
pinnacle of Eldar stellar technology, combining strong armament with high speed
and manoeuvrability; the match of any ship in the Gothic Sector.

The Bright Star, which it was later found was the flagship of the Executioners
corsair band, was first sighted leaving the area around the Graildark Nebula, but
was shortly after seen, with an attendant number of escorts and Cruisers, wiping
out a raiding fleet across the Gothic sector in the Lysades sub-sector. The Bright
Star was also instrumental in lifting the Lethe blockade, destroying the Grand
Cruiser Unstoppable Rage and several escorts, and crippling two Chaos cruisers. It
is claimed by the Eldar that before, during and after the Gothic war, the Bright Star
has never been defeated in battle.

Another noted Void Stalker in the Imperial records is the Silent Enigma. It has
been seen on one occasion during a lonely raid on an Imperial Convoy in the Talera
sector. Years later the Silent Enigma, this time leading a small Corsair fleet, entered
Imperial Space once more. These Corsairs engaged twice an Imperial fleet and
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS made a raid on an outpost before it left the sector.
Battleship/10 10/15/20 45º 3/Holofield 5+ 4
FAMOUS SHIPS
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC Bright Star Forge of Vaul The Silent Enigma
Prow Pulsar Lance 45cm 2 L/F
Prow Pulsar Lance 45cm 2 R/F
Keel Weapons Battery 45cm 8 L/F/R
Keel Torpedoes 30cm 4 F
Darkstar - 30cm
Prow Launch Bay Eagle - 20cm
4 -

Note: A Void Stalker can upgrade its launch bays wtth Vampire Raiders at a
cost of +10 points.
ELDAR
CLASS
SUPERNOVA GRAND

CRUISER (CG) pts
280

A rumour, that is what the Supernova Grand Cruiser is to most Imperial


Officers, nothing more nothing less. Only the highest ranking officers who are
specialised on the Eldar and the almighty Inquisition acknowledge the existence
of the Eldar Supernova. And it is their wish to keep this knowledge to themselves.
Spreading rumours of a vessel like this would devastate the moral among the fleet
if they ever would encounter one of these rare vessels in battle.

There are only two noted sightings of this rare vessels. The first was by an Imperial
Captain who led a convoy of evacuees from the planet Larus Prime which had
been overrun by Orks. On its run the convoy was being chased by a couple of Ork
vessels. On its course to leave the system he noted an Eldar ship swooping out of
an asteroid field. With immense weaponry, a bright light comparable to Pulsars
but much more intense, it destroyed five Ork escorts in one strike. The remaining
two Ork escort where dispatched swiftly by some other small Eldar escort vessels.
After the strike the Eldar quickly disappeared. The Imperial Captain named the
Eldar vessel ‘Nightwish’, for it was his last wish to be saved in the night by any
possible means.

The last sighting of a similar vessel, not known if it was the same as the ‘Nightwish’,
was in the Quirions sector near Ultramar. The vessel plus attendant escorts travelled
at high speed towards the seemingly uninteresting world of Kai’mar. At that time
no resources were available to initiate further investigations.

FAMOUS SHIPS
Nightwish
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
Cruiser/8 10/15/20 45º 2/Holofield 5+ 3

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC


Prow Pulsar Lance 45cm 5 F
ELDAR

SHADOW CRUISER
CLASS (CA)
pts
230

T he Shadow class cruiser is typical of all Eldar capital ships. Its multiple solar
sails give it tremendous speed and manoeuvrability, able to outrun even the
escort ships of other races. The most infamous Shadow class cruiser to fight in the
Gothic War was the Black Star. Commanded by the so-called Prince Conanmaol
of the Executioners, the Black Star accounted for several Imperial capital ships
and the loss of a considerable tonnage of Imperial merchant shipping. The Fhianna
Rethol is noted as the first Eldar ship in the Gothic system to be captured relatively
intact. However, even as the hulk was being studied at Argante Station, a flotilla
of Eldar escorts struck. Punching through the few system defence ships, the Eldar
launched several torpedo salvoes at the docked vessel, obliterating it entirely,
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
before disengaging at high speed.
Cruiser/6 10/20/25 45º 2/Holofield 5+ 3
FAMOUS SHIPS
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC Black Star Child of Khaine Celestial King Chariot of Mathurir
Prow Weapons Battery 30cm 12 F
Fhianna Rethol (untranslatable) Bright Claw
Keel Torpedoes 30cm 4 F

ELDAR

ECLIPSE CRUISER
CLASS (CA)
pts
260

T he Eclipse is perhaps one of the most effective attack craft carriers in the
Gothic sector. While most carrier-type vessels must maintain considerable
distance from the enemy, thus increasing the amount of time fighters and bombers
spend approaching their target, the Eclipse can deploy its Darkstar fighters and
Eagle bombers within striking distance and then use its great speed and agility
to withdraw from the firing line. Couple this with the extraordinary proficiency
of Eldar attack craft, and it can be seen why Eclipse class cruisers were the bane
of Imperial convoy commanders throughout the Gothic sector. The Silent Warrior
gained much notoriety in the Port Maw region after the Walpurgis Attack, during
which its piratical crew boarded and captured the Vigilant, which was on station to
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
escort several Penal Legion transports to the Imperial Guard fighting on Lethe. The
Eldar corsairs forced the Vigilant’s captain to transmit the all-clear signal and as the
Cruiser/6 10/20/25 45º 2/Holofield 5+ 3
undefended transports left the planet’s atmosphere for the rendezvous, they were
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC mercilessly destroyed by Eagle bombers from the Silent Warrior’s launch bays.
Prow Pulsar Lances 30cm 2 F
FAMOUS SHIPS
Dark Star - 30cm
Keel Launch Bays Eagke - 20cm
4 - Silent Warrior Asuryan’s Chosen Stardeath Eliarenath’s Gift
ELDAR

AURORA LIGHT
CLASS
CRUISER (CL) pts
140

L ike the rest of the Eldar ships classified by the Imperial Navy very little is
known of the Aurora class. The vessel mimics the design of the larger cruisers
with the same sail configuration and hull design. As a light cruiser, logic dictates
that the Aurora fulfils the same purpose as the Dauntless serves in the Imperial
fleet. Even though Eldar cruisers are fast, the Aurora has the added benefit of the
speed and manoeuvrability of an escort but carries firepower to match a cruiser.

FAMOUS SHIPS
Wind Runner Storm Chaser

TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS


Cruiser/4 15/20/30 90º 1/Holofield 5+ 2

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC


Prow Pulsar Lance 30cm 2 F
Keel Torpedoes 30cm 4 F

ELDAR

SOLARIS LIGHT
CLASS
CRUISER (CL) pts
125

T he Solaris has much in common with its sister ship, the Aurora, and is often
mis-identified as such by inexperienced captains. Faster than the larger cruisers,
they are used in combination with Eldar escorts to launch high-speed raids, or to
add weight and firepower to the first wave of a larger Eldar attack.
Most noteworthy is the infamous Dark Shadow squadron from the Glanerus Belt.

FAMOUS SHIPS
Dark Shadow Hunter

TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS


Cruiser/4 15/20/30 90º 1/Holofield 5+ 2

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC


Prow Weapons Battery 45cm 10 F

Note: The Solaris is a dedicated support ship in the Corsair fleet, therefore
the vessel is equipped with extra sensors to negate any column shift for long
range firing.
ELDAR
CLASS
HELLEBORE FRIGATE
(FF)
pts
75

P erhaps the most heavily armed escort ship of the Gothic sector, the Hellebore is
the embodiment of Eldar ideals and technological supremacy. Although unable
to withstand much damage, it carries enough weaponry to match even an Imperial
light cruiser and to inflict horrendous damage on larger vessels. When deployed
in squadrons, the Hellebore is a lethal combination of speed, flexibility and hit-
ting power, combining the long-range capabilities of bombers and fighters with
the solid firepower of a pulsar lance and laser battery. Hellebores excel at ambush
attacks, able to disrupt the enemy formation with their bomber attacks and then at-
tack in strength against any stragglers thus created. This tactic was employed very
successfully on many occasions during Imperial forays into the Graildark Nebula.
In fact, it was a squadron of three Hellebore frigates that reduced the Fortitude to
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS a hulk and crippled the Sword of Orion during the abortive Picus Offensive in the
Escort/1 15/20/30 90º 1/Holofield 5+ 2 final years of the Gothic War.
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC
Prow Pulsar Lance 30cm 1 F
Prow Weapons Battery 30cm 2 F
Note: Hellebores may take mines at a cost of +5 pts. These totally replace their
ordnance complement. Mines do not benefit from the stealth rule. Hellebores
Keel Launch Bay Darkstar - 30cm 1 - may swap their Launch bay for strength 2 torpedoes at no extra cost.

ELDAR

ACONITE FRIGATE
CLASS (FF)
pts
60

T he Aconite class frigate utilises the best Eldar laser technology, giving it a po-
werful punch which far surpasses that expected of a vessel this size. Usually
operating in squadrons of three or four ships, they can level a fusillade of fire which
can match the broadside batteries of a battleship – and then slip away before the
enemy can fire back. In particular, Aconites often use their great manoeuvrability
to get behind a larger vessel where it cannot return fire. If enemy escorts change
course to drive the Aconites off, they can quickly move away from danger and at-
tack elsewhere. This tactic was employed regularly over the course of the Gothic
War, and was responsible for the loss of at least three Imperial capital ships and
several Chaos vessels, including the Unholy Dominion.

TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS


Escort/1 15/20/30 90º 1/Holofield 5+ 2

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC


Prow Weapons Battery 30cm 5 F
ELDAR

NIGHTSHADE DESTROYER
CLASS (DD)
pts
50

T he greatest strength of the Nightshade class destroyer is its ability to deploy


ordnance at close range and then swiftly elude retribution. Eldar torpedoes
have highly sensitive target acquisition and final approach control systems and are
also often armed with highly volatile neutron or vortex warheads. The Adeptus
Mechanicus have theorised that this makes them almost twice as likely to inflict
damage on an opposing ship as standard Imperial plasma torpedoes. When
this considerable armament is placed on a rapidly moving vessel, such as the
Nightshade, then you have a weapon that can strike at virtually any target at will.
This was amply demonstrated during the Eldar attack on Naxos, when the Chaos
battleship Damnation’s Fury was crippled by three successive torpedo runs from
a three-strong Nightshade squadron, despite the protection of several other capital
ships and escort vessels.
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
Escort/1 20/25/30 90º 1/Holofield 4+ 1

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC


Prow Weapons Battery 30cm 1 F
Keel Torpedoes 30cm 2 F

ELDAR
CLASS
HEMLOCK (DD)
DESTROYER pts
50

T he Hemlock is notable for its simplicity of design. It consists of a powerful


pulsar lance, highly efficient drives, and little else. Admiral Grove once
described the Hemlock as “…more of a mobile gun than a proper starship”. With
the power needed for the stellar drives and pulsar lance, even considering advanced
Eldar engine technology, the Hemlock probably cannot generate a stable interior
environment for much more than the crew members needed for steering the ship
and firing the pulsar. This makes it especially vulnerable to boarding actions from
enemy escorts – if they can get close enough to board.

TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS


Escort/1 20/25/30 90º 1/Holofield 4+ 1

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC Note: A Hemlock class destroyer cannot initiate boarding actions. A ship that
Keel Pulsar Lance 30cm 1 F boards a Hemlock class destroyer gains a +1 modifier in addition to any other
Prow Weapons Battery 30cm 1 F modifiers.
Corsair Eldar Fleet List
Fleet Commander Capital Ships
You may choose either a Gryphon Knight, Shadow Prince or a Dragon Prince to 0-1 Void Dragon if fleet led by a Hero 320 pts
lead the fleet. Fleets greater than 750 pts must include a Lord to lead it. Fleets of
greater than 2000 pts must include a Dragon Prince. 0-1 Void Stalkers per 1000 points 470 pts

0-1 Lord 0-1 Supernova per 2 attack cruisers or light cruisers 280 pts
Shadow Prince (Ld 9, 1 re-roll) 50 pts
Dragon Prince (Ld 10, 1 re-roll, +1 in boarding) 100 pts 0-12 Cruisers
A Dragon Prince may be upgraded to “Hero” status for +50 pts. Eclipse Class Cruiser 260 pts
Shadow Class Cruiser 230 pts
0-3 Gryphon Knights 25 pts Aurora Class Light Cruiser 1 per 3 escorts 140 pts
Ships led by Gryphon Knights may attempt a command check even if one has been Solaris Class Light Cruiser 1 per 3 escorts 125 pts
failed this turn.
Escorts
A Lord can take extra re-rolls at the following cost: Hellebore Class Frigate 80 pts
One Extra Fleet Command re-roll 25 pts Aconite Class Frigate 60 pts
Two Extra Fleet Command re-rolls 50 pts Nightshade Class Destroyer 50 pts
Three Extra Fleet Command re-rolls 100 pts Hemlock Class Destroyer 50 pts

Ordnance
Any capital ship with launch bays may choose to have them launch any mix of
Darkstar fighters and Eagle bombers. Ships with torpedo tubes are armed with
Eldar torpedoes.

Attack Rating
Due to their aggressive raiding style, Corsair Eldar have an attack rating of 4.

Reserves
Corsair fleets may take Craftworld Eldar ships as reserves at a ratio of 3 Corsairs
of a single type to 1 Craftworld of the same type. If a Hero is included, this ratio
becomes 2:1.
Craftworld Eldar
ELDAR

VOID DRAGON
CLASS
GRAND
CRUISER
(CG)
pts
320

A famous Void Dragon which has been identified by the Imperial Navy is the
Spirit of Arina, commanded by Admiral Akaeris Starblade. This vessel,
originating from the lost Craftworld Shánn Tal, is in design very similar to the
infamous Flame of Asuryan.

Akaeris Starblade has been leading a small Eldar fleet through the Galaxy in
search for the attackers responsible of destroying his home Craftworld Shánn Tal
This Quest has taken the Spirit of Arina across various sectors, running between
few and more battles with the Imperial Navy, Tau, Orks and others but most of
the time they will try to avoid engagment with other fleets. Sometimes the need
for information weighs far more then the care of other races and Akaeris will be
forced to raid enemy fleets.

It is rumoured that Akaeris Starblade commanded the Spirit of Arina straight into
the Eye of Terror. At this point Inquisitor Steinhofen, who had been hunting this
paticular Eldar fleet for a large period of time, conceded his hunt and returned to
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS the Eastern Fringe for another urgent matter called the Khareshi Expanse.
Cruiser/8 10/20/25 45º 2/Holofield 5+ 3
FAMOUS SHIPS
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC Spirit of Arina
Port Pulsar Lance 30cm 1 F
Starboard Pulsar Lance 30cm 1 F
Prow Weapons Battery 30cm 16 F
Nightwing 30 cm
Keel Launch Bay Phoenix 20 cm 4 -
Vampire 30cm

Note: The Void Dragon is a special ship and therefore you must have either The sheer size of a craftworld means that each individual vessel possesses several
a High Admiral in a Craftworld fleet or a ‘Hero’ in a Corsair fleet. Whilst full battlefleets, stationed at convenient points along the craftworld as it journeys
technically a Craftworld ship, the Void Dragon will count as belonging to the through space. Each fleet might typically number from ten to twenty warships and
parent fleet as far as reserves are concerned. The Void Dragon counts as a is commanded by an Eldar Admiral, though it will inevitably also rely greatly on
Dragonship but doesn’t require Wraithships to be taken. advice and counsel from the craftworld’s Seers.
ELDAR
CLASS
WYRM
BATTLESHIP
(BB) pts
470

T he Wyrm Class Battleship is rarely seen by those living outside the Wyrmship.
This behemoth is only unleashed in the most dire of circumstances, such as
when the Craftworld itself faces a direct threat.

The Wyrmship class usually deploys behind the rest of the Craftworld’s fleet. With
its long range weaponry, it can then wreck havoc on any enemy vessel that breaks
through the main Eldar battle line.

TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS


Battleship/10 10/15/20 45º 3/Holofield 5+ 4

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC


Port Pulsar Lance 45cm 2 F
Starboard Pulsar Lance 45cm 2 F
Prow Weapons Battery 45cm 16 F
Keel Torpedoes 30cm 4 F
Keel Torpedoes 30cm 4 F

Note: May replace both keel torpedo launchers with 2 pulsar lances which
have a range of 45cm and a front fire arc, at no additional cost. To clarify: the
ship loses eight torpedoes and gains two Pulsar lances. Alternatively it may
purchase boarding torpedoes at +10 pts.
ELDAR

DRAGONSHIP BATTLE
CLASS CRUISER
(CB)
pts
270

D ragonship is the collective name given to the larger classes of Eldar vessel. The
term Dragonship does not refer to any particular armament or configuration,
but rather to a variety of vessels adhering to the same basic principles, designed
for the same basic roles. Within this larger grouping, individual configurations or
combinations of weapons give individual classes their proper name – always a
variation on the phrase ‘ Dragon’, representing different aspects of the creature of
the same name from Eldar myth. Those Dragonships which are piloted in large part,
or even exclusively, by spirit stones, for example, are referred to as Ghostdragons,
while larger vessels which have been designed to operate away from the Craftworld
for great lengths of time are often referred to as Void Dragons. Different styles of
Dragonship can vary greatly, with different numbers of sails, different armaments
and even variations in size.

FAMOUS SHIPS
Anathema Forever Cerysheal
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
Cruiser/8 10/20/25 45º 2/Holofield 5+ 3

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC ~~~~~~


Choose one of the following prow armaments: The Dragon armed with the deadly Pulsar lance and the striking torpedo shall be
known as the ‘Thunder Dragon’.
Prow Weapons Battery 30cm 12 F
OR The Dragon armed with the devastating Batteries and the swift attack craft shall
Prow Pulsar Lance 30cm 3 F be known as the ‘River Dragon’.

Choose one of the following keel armaments: The Dragon armed with the destructive Batteries and the piercing torpedoes shall
be known as the ‘Mountain Dragon’
Keel Torpedoes 30cm 8 F
OR The Dragon armed with the shrieking Pulsar and the agile attack craft shall be
Nightwing 30cm known as the ‘Sky Dragon’
Keel Launch Bays 4 -
Phoenix 20cm
The Dragon bearing the holy spirit stones shall be known as the ‘Ghostdragon’.

Note: If equipped with Launch Bays may take Vampire Assault Boats at +10 Attributed to an unknown Eldar Admiral
pts. If equipped with Torpedoes, may take boarding torpedoes at +10 pts. ~~~~~~
ELDAR

WRAITHSHIP ATTACK
CLASS CRUISER
(CA)
pts
180

W raithships are made from Wraithbone, a material drawn as raw energy from
the Warp and shaped into matter by psychic craftsmen known as Bonesingers.
The Wraithbone forms the living skeletal core of the spaceship around which its
other structures are arranged. The Wraithbone also provides channels for psychic
energy. This facilitates internal communication, transmits power and enables the
spaceship to act as an organically integrated whole. The Wraithbone core of a
spaceship is surrounded by a structure which is literally grown into the required
shape by Bonesingers. These Eldar use their psychomorphic talents to shape
bulkheads, walls, floors and conduits into a shell that completely surrounds the
Wraithbone core and forms the hull and major internal divisions of the spaceship.
Most of a spaceship’s operating systems are connected directly to the Wraithbone
core. The many thousands of systems draw power through the Wraithbone and are
constantly monitored and controlled through it. Because of the unique practices
of Eldar psychic engineering, Eldar spaceships resonate with sympathetic psychic
energy. The Wraithbone core provides a psychic channel through which an Eldar
can control mechanical functions. In this way, Eldar attuned to the very essence of
their spaceship guide it, making countless minute adjustments to the trim of the great
solar sails to draw every fraction of energy from the solar winds. This is also the
key to the legendary elegance and almost birdlike agility of the Eldar Wraithships.
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
Their pilots literally feel the solar wind on the ship’s sails, they sense the flex of the
Cruiser/6 10/20/25 90º 2/Holofield 5+ 2 ship’s structure, the tension and movement of its Wraithbone skeleton. Like a hawk
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC soaring on a thermal or diving to clutch at its prey, a Wraithship can turn in the
wind, circling and swooping to hunt its own prey – the spaceships of its enemy.
Choose one of the following prow armaments:
Prow Weapons Battery 30cm 8 F FAMOUS SHIPS
OR Destiny Infinity Eternity
Prow Pulsar Lance 30cm 2 F

Choose one of the following keel armaments:


Keel Torpedoes 30cm 4 F
OR
Nightwing 30cm
Keel Launch Bays 2 -
Phoenix 20cm
ELDAR

GHOSTSHIP pts
VARIES

GHOST DRAGON (DRAGONSHIP)


TYPE/HITS SPEED TURNS SHIELD ARMOUR
270 pts
TURRETS
G host Dragons are those vessels which, through the long slow dying-years
of the Eldar race, have reached the point of near-abandonment through loss
of crew. Into these vessels the Seers of a Craftworld incorporate spirit stones –
Cruiser/8 10/20/25 45º 2/Holofield 5+ 3
sacred reliquaries bearing the souls of those Eldar already lost in the struggle for
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC survival.
Choose one of the following armaments:
Sometimes Ghostships will be entirely without living crew, perhaps even imbued
with the spirit stones of their original pilots, gunners and navigators, continuing to
Prow Weapons Battery 30cm 12 F
guide their race through the stars even beyond death. Sometimes the Ghostships
Keel Weapons Battery 30cm 8 will bear spirit stones of much older Eldar, some perhaps even with memories of
OR the Fall, unceremoniously denied peace by the desperate hardship their people still
Prow Pulsar Lance 30cm 3 F face. For the living crew of Ghostships, the presence of these ineffable ancestor-
Keel Weapons Battery 30cm 8 F souls creates an equally daunting and empowering burden of expectation.

These spirit stones bring sentience to the living, but otherwise unthinking,
GHOST WRAITHSHIP 180 pts Wraithbone from which all Eldar vessels are constructed – a curious amalgam of
the living, the inanimate and the undying. The spirit stones allow the Ghostships
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
to function with an impossibly tiny number of crew and, when combined with the
Cruiser/6 10/20/25 90º 2/Holofield 5+ 3 living Wraithbone of their vessels, make Ghostships exceptionally resilient. Their
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC formless thoughts are far harder to destroy than the frail bodies of living pilots,
able to simply flit from one transient vein to another. They are at complete freedom
Choose one of the following armaments:
within these Wraithbone skeletons, diverting both reliance and function to almost
Prow Weapons Battery 30cm 8 F any location on the ship should any given system become damaged.
Keel Weapons Battery 30cm 4
OR In order to function, a Ghostship must always be commanded by a Spiritseer –
Prow Pulsar Lance 30cm 2 F a powerful Eldar psyker who has chosen to dedicate his powers to communing
with the dead. Spiritseers are some of the most lonely and sinister members of a
Keel Weapons Battery 30cm 4 F
Craftworld, required, as they frequently are, to spend periods of time alone aboard
Ghostships, surrounded by nothing more than the souls of the reluctant dead.
The following special rules apply to Ghostships:

• Enemy vessels gain a +1 modifier when boarding or making a hit & run
attacks against Ghostship.
• Ghostships may not initiate boarding actions or teleport attacks.
• Ghostships ignore the rule ‘Fragile’, thus taking critical hits on a 6+ as
normal. Ghostships represent an undeniably powerful entity which straddles the boundary
between life and death, yet equally represents a force that the Eldar would be wise
• A Ghostship which fails a Special Order may only move in the following
to leave undisturbed in all but the most dire of circumstances.
turn.
ELDAR

SHADOWHUNTER DESTROYER
CLASS (DD)
pts
45

S hadowhunters are the smallest type of vessel employed by Iyanden, operating


in vast shoals which shimmer and weave a short distance above the craftworld’s
surface as it ploughs through space. These Shadowhunter packs function as a
constant patrol, guarding the approach of friendly vessels coming into dock, or
spinning and bobbing around the craftworld with horrifying speed to drive off
would-be attackers at a proximity where larger vessels would find it difficult to
function effectively.

Because of this defensive role, Shadowhunters have a very limited range, designed
as they are to repel attackers which manage to actually approach the Craftworld
itself. Weapons and power systems on the Shadowhunters are correspondingly
compact, making the Shadowhunter one of the nimblest and most agile of vessels,
even by Eldar standards. Shadowhunters are so nimble, in fact, that they are
capable of pursuing their enemy so closely that even enemy attack craft find it hard
to evade them.

During the Tyranid invasion of Iyanden, Shadowhunters typically formed a last line
of defence close to the craftworld, while the larger vessels broke down the main
Tyranid waves in deep space. The scattered remnants of these waves which were
able to pass the Eldar cruisers and approach the craftworld were then easy pickings
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS for the nimble Shadowhunters. As more and more waves of Tyranids descended
Escort/1 20/25/35 90º 1/Holofield 4+ 1 on the craftworld, however, the Eldar fleet was overwhelmed by sheer weight of
numbers, forcing the Shadowhunters to disperse and join their larger counterparts
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC in fighting desperate counter-actions in the depths of space.
Choose one of the following prow armaments:
Prow Weapons Battery 30cm 3 F
OR
Prow Phantom Lance 30cm 1 F

These smaller vessels lack the dedicated crews of the larger capital ships and are
often crewed by those Guardians who were once embarked upon the Path of the
Note: Shadowhunter’s direct fire on ordnance hit on a 4+ rather than a 6+. Mariner.
Fleet Commanders: May not be placed aboard fleet, each whom must be assigned to a ship and gives and it may only be used once per battle. Can only be
Ghostships. their vessel a re-roll which may be used on this ship taken if the fleet has an High Admiral to lead it and
only. A Farseer may be placed aboard a Ghostship. may only be used once per battle. Hero’s cannot take
High Admirals: They and their elite bodyguard give seer council’s.
a +1 in a boarding action. A High Admiral may be Seer Council: A Seer Council provides the High
upgraded to a “Hero” status at 50 pts. Admiral extra protection with their Foresight Power. Aspect Warriors: Any Craftworld Capital ship may
Foresight Power allows the fleet commander’s ship to be given Aspect Warriors at +20 pts. Aspect Warriors
Farseer: A Lord may add additional Farseers to his go onto BFI (automatically) after the dice have been grant +1 to the ships boarding actions and all its H&R
vessel in order to gain more re-rolls. These re-rolls rolled to hit, gaining a 4+ retroactive save against attacks. Aspect Warriors may not be placed aboard
can be used fleet wide. Furthermore you may include each hit scored (re-roll criticals). The use of this po- Ghostships.
three extra Farseers, purchased at 15 points, in your wer does not have to be declared before rolls to hit

~~~~~~
Craftworlds, though spacecraft, are vast beyond comprehension. They are not merely huge capital ships ploughing through space with a surrounding escort of smaller vessels. They
are not even akin to vast cities, as some of the largest star forts of the Imperium might be considered, but rather are immense space faring worlds accompanied by vast armadas, the
likes of which might otherwise be set aside to defend an entire system or even sub-sector. Whole battle fleets cluster around key points and stations all across the thousands of miles
of the Craftworld’s exterior as smaller, nimbler craft rush and surge across its surface in a constant shimmering patrol. Beneath this dizzying tide of vessels, under clear crystalline
domes through which ground and stars might gaze upon one another, the Eldar live their lives aboard these space borne worlds.
~~~~~~
Craftworld Eldar Fleet List
Fleet Commander Capital Ships
You may choose an Admiral or High Admiral to lead the fleet. Fleets greater than 0-1 Void Dragon if fleet led by a High Admiral 320 pts
750 pts must include an Admiral to lead it. Fleets of greater than 2000 pts must
include a High Admiral. 0-1 Wyrmship per Dragonship 470 pts

The Seer Council may only be taken if your fleet includes a High Admiral to lead 0-1 Dragonship per 2 Wraithships 270 pts
it. If your admiral is on board a Dragonship this Dragonship does not
count toward the Wraithship limitation.
0-1 Admiral
Admiral (Ld 9, 1 re-roll (Farseer)) 50 pts Wraithship Class Attack Cruiser 180 pts
High Admiral (Ld 10, 1 re-roll (Farseer), +1 in boarding) 100 pts
A High Admiral may be upgraded to “Hero” status for +50 pts. 0-3 Ghostships +0 pts

An Admiral can take additional Farseers at the following cost: Escorts


One Extra Fleet Command re-roll 25 pts Shadowhunter Class Destroyer 45 pts
Two Extra Fleet Command re-rolls 50 pts
Ordnance
0-1 Seer Council 50 pts Any capital ship with launch bays may choose to have them launch any mix of
Nightwing fighters and Phoenix bombers. Ships with torpedo tubes are armed
0-3 Farseers 15 pts with Eldar torpedoes. Some Eldar ships have access to Vampire Assault boats or
boarding torpedoes.
Aspect Warriors 20 pts
Attack Rating
Due to the fact that they must defend their Craftworld, Craftworld fleets are more
constrained in their tactical choices. Consequently they have an Attack Rating of
3.

Reserves
Craftworld fleets may take Corsair Eldar ships as reserves at a ratio of 3 Craftworld
ships of a single type to 1 Corsair of the same type. If a Hero is included, this ratio
becomes 2:1.

It is impossible to say with certainty how many Craftworlds there are. They were
built many millennia ago in great urgency and in times of unimaginable peril. The
turmoil and confusion which preceded the destruction of the Eldar worlds was
great. All higher government had long since ceased to operate, and it was only
thanks to the heroic actions of a few far-sighted individuals that the Craftworlds
were built at all.
Craftworld Eldar Specials

C raftworlds are the gargantuan space craft that carry the majority of the Eldar
that survived the Fall. Craftworlds are self-sufficient space borne colonies
drifting along ancient preordained galaxy spanning routes. Craftworlds vary in
Biel-Tan – Bahzhakhain – 575 points
0-1, Dragonship, may only be included in fleets over 1000pts

almost every way: size, shape, population density, culture, and the displacement of The combined strength of the Biel-Tan armada is that to be compared to eight full
their Warfleet(s). Imperial Battle Fleets. Truly the fleet of Biel-Tan is massive, with a vast array of
variant ship classes and fleet composition. Famed classes of Dragonship have left
It can be said that the Eldar are a dying race, but even the merest remnants of the the Space Docks of Biel-Tan such as the Naiad gunship, but the most celebrated
once mighty Eldar Empire is a force to be reckoned with. Even Eldar pirates with designs are those of unique complements and quality.
no tangible connection to any given Craftworld can be an unstoppable threat to an
Imperial Sub-sector. A full blown Craftworld Warfleet can brush aside all but the Although hard to gain repute amongst their Eldar peers, given the abundance
most determined, and/or numerous foe. of heroic tails and legendary campaigns, some ships and crews have climbed
head and shoulders above the achievements attained by their fellow heroes. The
The Fleets of the ‘main’ five Craftworlds are represented by already existing classes Bahzhakhain has been the flagship of numerous brilliant commanders and has
of ships but certain aspects of the fleet choices, such as the mixing of Corsair ships become a reassuring legend amongst the fleets of Biel-Tan. Designed for bringing
with Craftworld Eldar ships, maybe dependent on special fleet commanders. a planetary force to it knees long before any ground invasion has been launched,
the Bahzhakhain often utilizes special torpedoes capable of annihilating ground
targets and scores of Vampires to land the Sword Wind.

TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS


Biel-Tan Cruiser/8 10/20/25 45º 3/Holofield 5+ 3
The Swordwind
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC
Prow Pulsar Lance 30cm 2 F
Biel-tan is possibly the most militaristic of all Craftworlds, it is unlikely that there Prow Torpedoes 30cm 8 F
will be much Corsair presence, aspect warriors will be common and should always
Nightwing 30 cm
be present onboard Dragon ships, Assault boats would be taken for the majority of Keel Launch Bay Phoenix 20 cm 4 -
capital ships. Vampire 30cm

• Corsairs only as reserves, no Corsair Capital ships. Note: Extra +1 boarding, aspect warriors, Ld10, 1 re-roll for every Dragonship
with aspect warriors (including the Bahzhakhain).
• At least 75% of Dragon ships should have the Aspect warrior upgrade, these
Dragonships should have launch bays with assault boats.
Saim-Hann
• The fleet should be capital ship heavy, a maximum of about 25% of the fleet The Wild Host
allowance should be spent on escorts.
Saim-Hann is considered a divided place of barbarity by its fellow Craftworlders.
• Ghostships should be rare, maximum of one per three other capital ships. As the Craftworld is divided into separate and autonomous clans, its Warfleet is
also divided, fighting together only when they feel personal necessity.
· Corsairs and Craftworld vessels should be taken without restriction. IYANDEN
The Ghost Warriors
• Escorts should be common, mixed squadrons will represent the need to be ‘all-
rounders’ as they can’t rely on the presence of other squadrons e.g. 1 Hellebore, 1 After a devastating Tyranid invasion much of Iyanden’s population were left
Aconite, 4 Nightshades. massacred. Due to an extremely desperate need the Spirit Seers of Iyanden have
bolstered their militaristic assets with Spirit driven Wraithbone constructs including
• The Admiral must go on the most expensive ship. warships.

• Fleet re-rolls should be rare to represent the division of the forces. • Corsairs and Craftworld ships may be freely mixed after Yriel has returned to
Iyanden.
• Capital ships should be rare, light cruisers should be much more common than
Dragonships or Void Stalkers (or similar). • Ghostships should be common but not unrestricted, maximum of half the capital
ships can be Ghostships.
• Ghostships should be rare, maximum of one per three other capital ships.
Iyanden – Flame of Asuryan, Yriel’s Flagship - 450 points
Saim-Hann – Wild Serpent – 485 points 0-1, Dragonship, may be included in any Corsair or Craftworld Iyanden fleet.
0-1, Dragonship, may only be included in fleets over 1000pts
When Yriel led the Craftworld’s fleet, he was considered to be the favoured of
Over the last decennia the Wild Serpent has become one of the most feared ships Asuryan, and amongst his many great titles earned himself the honorific of ‘Bearer
in the Saim-Hann region. It never operates alone, almost always accompanied by of the Flame’, and duly renamed his flagship The Flame of Asuryan accordingly.
a couple of light cruisers and attendant escort vessels. In battle the Wild Serpent The Flame of Asuryan is magnificent, even by the standard of Dragonships. It bears
orchestrates its’ attendant warships into submissive cohesion. Enemies find three great sails – one born upon its long elegant spine, and another pair each mounted
themselves overwhelmed by the relentless and sporadic precision attacks by the atop the great outriggers to its flanks, both of which also bear deadly pulsar lances.
Wild Serpent. With a broad spectrum of offensive capabilities the Wild Serpent is The Flame of Asuryan bore Yriel to many great victories at the head of the Iyanden
equipped to deal death to any enemy foolish enough to offend the leading Clans of fleet and he would give little thought to parting with the vessel once his own rank
Saim-Hann. was lost and his own place amongst the Craftworld taken from him. Instead, he and
his most loyal followers departed, Yriel himself still aboard his mighty flagship. By
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS such means did the Flame of Asuryan come to depart the Craftworld of Iyanden.
Battleship/10 10/15/20 45º 3/Holofield 5+ 3

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

Prow Pulsar Lance 45cm 1 L/F Cruiser/8 20/25/30 45º 2/Holofield 5+ 3

Prow Pulsar Lance 45cm 1 R/F ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC
Prow Torpedoes 30cm 4 F Port Pulsar Lance 30cm 1 F
Nightwing 30 cm Starboard Pulsar Lance 30cm 1 F
Keel Launch Bay Phoenix 20 cm 4 -
Vampire 30cm Prow Weapons Battery 30cm 16 F
Keel Weapons Battery 30cm 10 L/F/R Nightwing 30 cm
Keel Launch Bay Phoenix 20 cm 4 -
Vampire 30cm

Note:Aspect warriors (not really, but it has the same affect), Ld10, 1 re-roll,
Crew skill 6. Note: Aspect warriors, Leadership 10, 2 re-roll. Elite Command Crew.
ULTHWE ALAITOC
The Damned The Starstriders

The Eldar of Ulthwe make extensive use of the Webway with their elite Black Alaitoc is renowned for having the strictest adherence to the Eldar Path. As such,
Guardians to achieve critical objectives and only use their Warfleet sparingly. many Eldar of Alaitoc walk the path of the outcast to escape this restrictive lifestyle.
Most return if the Craftworld needs their assistance. Some crewing solitary Corsair
• Corsairs only as reserves. escort squadrons or even cruisers.
• Corsairs should be taken without restriction, as should the Craftworld vessels.
• A maximum of 25% of capital ships should have the Aspect warrior upgrade. • Over 2/3 of Corsair escort squadrons should be ‘small’: escort squadrons should
number two or three escorts.
• Re-rolls should be common place, buy as many farseers as appropiate. • Make good use of the Hemlock (especially with its special boarding rules and
BFG scale sniper rifle!), avoid using Nightshades.
• Ghostships should be rare, maximum of one per three other capital ships. • Capital ships should be rare, light cruisers should be much more common than
Dragonships or Void Stalkers (or similar).
Ulthwé - Shadow Point – 550 points • Ghostships should be rare, maximum of one per three other capital ships.
0-1, Dragonship, may only be included in fleets over 1000pts
Alaitoc – Sword of Eldanesh – 80 points
Ulthwe only use their fleet assets reluctantly, hoping to shape a course that avoids 0-1, may be included in any size fleet
wasteful fleet engagements. But on the occasion when full and decisive force is
needed the Dragonship Shadow Point fills the role of Flagship. With an intricately Eldanesh is a Mythic Eldar Hero who was slain by the jealous War God Khaine,
formed infinity circuit, Farseers onboard guide the battle with astonishing accuracy. earning Khaine the title Kaela Mensha (bloody-handed). The Eldar of Alaitoc use
More than just a focal point for tactical foresight, the Shadow Point is a heavy the story of Eldanesh’s offence to the God’s to reinforce the ideals of the Eldar Path.
gunship attacking when its enemy’s destruction is assured. During the 13th Black In defiance to Alaitoc’s obsessive adherence to the path, self imposed exiles form
Crusade Ulthwe became renowned for the pivotal attacks by its strike forces, but disconnected communities on board Corsair vessels of local pirate fleets. Some
in the space lanes the fleets of Ulthwe were far from quiet. Combined with Corsair loose themselves to the adventure of piracy and eventually acquire enough wealth
fleets and even other Craftworld aid the Shadow Point oversaw the destruction of to build their own ship. One such group of outcasts built the Sword of Eldanesh.
countless key fleet elements of the vast Chaos Warfleets, often without meaningful Often working completely alone the Sword of Eldanesh can skilfully eliminate
losses. With the foresight of the infinity circuit the Shadow Point led its companion all defenders of a transport convoy at extreme range and then close in for the
vessels into a non-stop campaign of annihilation, moving from one battlezone to prize. It is not unheard of for the ship to enter late in an engagement to claim the
another leaving only the broken wreckage of Chaos ships in its wake. spoils from an overwhelmed ally. This has given the ship some infamy among the
other corsairs, who will only fight along side the Sword of Eldanesh if there are
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
overpowering numbers to keep them in line.
Cruiser/8 10/20/25 45º 3/Holofield 5+ 3
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC
Escort/1 10/20/30 90º 1/Holofield 5+ 2
Prow Pulsar Lance 30cm 2 F
Keel Pulsar Lance 30cm 1 F ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC
Prow Weapons Battery 30cm 12 F Pulsar Lance 45cm 1 F
Keel Torpedoes 30cm 4 F Weapons Battery 45cm 2 F

Note: * Ld 10, 1 re-roll per turn! You loose the re-roll if the infinity circuit is Note: Cannot be squadroned with other escorts and therefore forgoes the re-
smashed. quirement to be in an escort squadron!
Eldar Miscellaneous
Eldar Transports Eldar Spacefleet Models

Eldar transports are not often seen by enemies of the Eldar. These small vessels Once in a while these models are up for sale on an online marketplace like Ebay.
always take the most stealthiest routes available. Only lucky random encounters Back when Battlefleet Gothic was called Space Fleet Games Workshop also made
have been made with these rare Eldar vessels. two Eldar vessels for the game. Two very fine looking models I must say.

TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS Both of them still fit in the current line of the Craftworld Eldar fleet in my
Escort/1 10/15/15 90º 1/Holofield 5+ 2 opinion.
So if you are lucky and own these vessels I advice you to use them as Wraithships
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC or Dragonship variants in your Craftworld fleet.
Weapons Battery 30cm 2 F Another option is to make up some new rules for them and fit them into the Eldar
rules. These models would fall into the light cruiser category.

Eldar Haven Class Spire – 200pts Example Old Shadowhunter Class


Although most Eldar live upon their vast floating Craftworlds, those that have TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
followed the path of the Outcast are scattered to the far extremes of the galaxy. Escort/1 15/20/30 90º 1/Holofield 5+ 2
Many of these outcasts become Eldar corsairs, joining the Pirate Princes of the
Corsair fleets. ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC
Weapons Battery 30cm 3 F
These raiding fleets operate from many secret bases, of which the Haven class Spire Torpedoes 30cm 2 F
is just one identified type. With tall slender towers and graceful sails to capture solar
energy, the Spire is a distinctive space station. They are usually well hidden away,
deep in asteroid fields or nebula, and as well as their own formidable weaponry they
have the protection of their Corsair fleet. Should the Spires location be discovered,
then the Imperium’s fleet will invariably attack to destroy the threat.
Example Old Wraithship Class
TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS
Defence/10 5/5/5 360º 4/Holofield 5+ 4 Cruiser/4 15/20/30 90º 1/Holofield 5+ 2

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC
Weapons Battery 45cm 12 All round Port Weapons Battery 30cm 2 L/F
Pulsar Lance 30cm 3 All round Starboard Weapons Battery 30cm 2 R/F
Fighters - 30cm Torpedoes 30cm 2 F
Launch Bay Bombers - 20cm
4 -
Designer Notes to build a nice PDF file of them. From experience
But in the long run MSM is, in my opinion, only a one solid things like PDF’s make more impact then
With release version 1.6 I finally managed to type trick pony, maybe two or three. And that is a pity, in options written in a forum.
out some Designer notes regarding the Eldar MMS my opinion MSM does not improve tactical thinking While working on the PDF I had many discussions
House Rules. in this game. And in the long run the system loses out with Sigoroth about the rules and later on Ray Bell
on interest. got involved as well to give some more additional
The beginning feedback.
As an after thought I think it is just plain wrong to I still hope Sigoroth gets around on writing his
When I started playing this game it was with the most have ships moving in the ordnance phase. It is the designer notes for these Eldar MMS rules as he had
obvious battles: Imperial Navy versus Chaos, it was reason for Eldar being a bad choice rule wise from the main idea behind these rules. He did give me free
always fun, good and balanced battles. To be honest I my point of view. hand for evolving the MMS rules from version 1.2
didn’t think much about Eldar and their rules back in It also enabled to let other odd Eldar related things into version 1.5 and further.
those days. At the time I started visiting the forums, slip into the official Eldar Rules. I am referring to
searching for more Battlefleet Gothic information and the weak 4+ Wraithbone armour here. In general To me, and luckily to others as well, the MMS rules
resources. background it is said that Wraithbone is just as gave Eldar more variety in the long run, adding more
At a given time I witnessed a discussion about the strong as Space Marine armour, which is surely no tactical variants to the game play.
Eldar within the game. It was Sigoroth who posted 4+ armour. Also Eldar ships are weak against space All this without destroying the Eldar feel of being a
he had ideas to fix the Eldar, to make them playable dust, a simple blastmarker can destroy an entire Eldar fast hit and run race. It still applies to the Corsairs
again. After that I went back and started to read other vessel with ease. Weapon Batteries, the most common who need to rely on a backbone of their marvellous
concerns about Eldar playability. weapon made by ‘lesser’ races destroy the advanced escorts but also to the Craftworld Eldar who now
I started wondering myself what was wrong with the Eldar swiftly as well. could operate as a true battle fleet, within their own
Eldar and at the same time I started bugging Sigoroth Those things are not what I relate to one of the oldest terms of speed and manoeuvrability, to defend their
to post his ideas for the Eldar. and one of the most advanced races. Maiden worlds and Craftworlds.

My view on MSM Therefore I saw the need to give the people who had Conclusions
the same view on Eldar something different.
It is different. It changes (I’m trying to avoid terms Not really a conclusion more a last paragraph or two.
like wrong or broken) the core rules of Battlefleet The MMS I hope you enjoy these MMS rules, especially if you
Gothic. In our Chaos versus Imperial Navy battles have been tired of the MSM rules. Report all your
we all learned that ships moved in the movement As I said I bugged Sigoroth for his ideas to fix the experiences or other remarks regarding these rules in
phase, it worked and gave room to develop numerous Eldar and after two tries he posted his Move-Move- one of the various Battlefleet Gothic forums.
tactics. Besides said fleets all other races moved in Shoot ideas. Basically this removed the movement
the movement phase ‘only’ as well, even the Dark option in the Ordnance phase but gave the Eldar more For those who prefer the original MSM rules I would
Eldar. But not so the Corsair and Craftworld Eldar. speed and manoeuvrability in the standard Movement like to ask if they still could look into these rules and
They where allowed to move in the Ordnance phase phase. see if they are balanced or broken.
as well. Of course that meant that other areas also could and If it is not the Eldar you want to have MMS rules
Mind you, for playing a game once in a while the needed to be changed in order to make the Eldar imagine these MMS rules to belong to a new alien race
Move-Shoot-Move can be quite enjoyable and fun. work. To name a few: including shields, raising their flying into our loved Battlefleet Gothic universe.
That’s why I advice new players to stick to the original armour to 5+ (appropriate for Wraithbone), adding
rules at first. That gives them judging material and turrets, etc.
it makes most sense to learn the original rules first Happy Gaming
before you dive into obscure House Rules. Personally I was really fond of these rules and offered Roy ‘Horizon’ Amkreutz
Other collected notes on why MSM should be MMS puts the Eldar fleets on the map in BFG. No
changed. longer a fleet requiring special terrain considerations
or niche scenarios! With rules built on the strengths
My main concerns against MSM are the terrain of the basic mechanics of the BFG system. In MMS,
dependency and the weapon imbalance between WB Eldar fleets give players the feel of a regular fleet,
and Lances against the HF. but with all the feel of an advanced race. The ships
The MSM mechanic allows only for one tactic: go to and rules support basic fire and manoeuvre tactics,
the asteroid field and hide behind. If there are enough through leveraging of the standard rules. The Eldar
hiding points you win, if not, you loose. Boring to are now a fleet that is both fun to play and fun to play
the last. against.
The HF also contributes to this. If you play a
campaign or tourney and have lance heavy ships Manteuffel.
you can disengage in turn 1. Saves you from a very
disappointing game. This problem is Eldar only. No
other fleet has this in this amount.
Playing against MSM Eldar was always disappointing
for the opponent because even if he was able to shoot
it only was one die or two whereas the Eldar had
always a ton of dice. From a gamers perspective also
very disappointing.

MMS rules overcome this problems. Without the


movement in the ordnance phase you have to face
retaliation after the initial attack run. This forces
you to move carefully and gives your opponent the
possibility to catch the Eldar by good positioning and
defensive tactics. But with the revised HF and shield
mechanic the Eldar are able to withstand a certain
amount of damage but are fragile enough that they
can not charge head on. This feels better for me both
rules wise and fluff wise.

Marc ‘Grimgork’ Loellman

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